Tamás Umenhoffer

dblp:15/643 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2018
0000-0002-7224-5969ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.112011
Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › volume rendering
heterogeneous participating media
0.112011
Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › participating media rendering
multiple scattering
0.112011
Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
radiative transfer
0.112011
Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping · IEEE Trans. Vis. Comput. Graph. 2011
GPUs and heterogeneous computing › multi-GPU computing
GPU cluster
0.012011
Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping · IEEE Trans. Vis. Comput. Graph. 2011
GPUs and heterogeneous computing
GPU computing
0.012011
Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping · IEEE Trans. Vis. Comput. Graph. 2011

Methods — techniques the papers use, named apart from their topics

iterative refinement · 0.2face-centered cubic grid · 0.2bootstrapping · 0.2CUDA · 0.2
YearPublicationVenuePosition
2018 An image-based method for animated stroke rendering
Tamás Umenhoffer, László Szirmay-Kalos, László Szécsi, Zoltán Lengyel, Gabor Marinov
Vis. Comput.1
2011 Hatching for Motion Picture Production
abstract
Abstract This paper presents a hatching algorithm which – while also allows for an implementation in real‐time – is integrated into the production pipeline of computer generated motion picture. Motion picture production pipelines impose special functional and quality requirements. From the functional point of view, the stages of modeling, 3D rendering, and compositing form a pipeline without feed‐back, and frames are rendered independently, possibly on different computers. Thus, no temporal data can be shared between them while flicker free animation needs to be generated. Quality requirements can be grasped as that of dual consistency: the generated hatching must consistently follow object movement and deformation, and, at the same time, it should have a consistent pattern and density in image‐space to provide the hand‐crafted look. In order to meet both requirements, we apply a particle based method and develop an image‐space density control mechanism using rejection sampling and low‐discrepancy sequences. We also discuss the decomposition of rendering tasks according to the main stages of the production pipeline and demonstrate how the artist can define the illustration style in a convenient way.
Tamás Umenhoffer, László Szécsi, László Szirmay-Kalos
Comput. Graph. Forum1
2011 Parallel Iteration to the Radiative Transport in Inhomogeneous Media with Bootstrapping
abstract
This paper presents a fast parallel method to solve the radiative transport equation in inhomogeneous participating media. We apply a novel approximation scheme to find a good initial guess for both the direct and scattered components. Then, the initial approximation is used to bootstrap an iterative multiple scattering solver, i.e., we let the iteration concentrate just on the residual problem. This kind of bootstrapping makes the volumetric source approximation more uniform, thus it helps to reduce the discretization artifacts and improves the efficiency of the parallel implementation. The iterative refinement is executed on a face-centered cubic grid. The implementation is based on CUDA and runs on the GPU. For large volumes that do not fit into the GPU memory, we also consider the implementation on a GPU cluster, where the volume is decomposed to blocks according to the available GPU nodes. We show how the communication bottleneck can be avoided in the cluster implementation by not exchanging the boundary conditions in every iteration step. In addition to light photons, we also discuss the generalization of the method to γ-photons that are relevant in medical simulation.
László Szirmay-Kalos, Gabor Liktor, Tamás Umenhoffer, Balázs Tóth, Shree Kumar, Glenn Lupton
IEEE Trans. Vis. Comput. Graph.3
2010 Volumetric ambient occlusion for volumetric models
Marc Ruiz 0002, László Szirmay-Kalos, Tamás Umenhoffer, Imma Boada, Miquel Feixas, Mateu Sbert
Vis. Comput.3
2009 Specular Effects on the GPU: State of the Art
abstract
Abstract This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry, ray tracing in the sampled geometry, and geometry transformation. Having discussed the possibilities of implementing ray tracing, we consider the generation of single reflections/refractions, interobject multiple reflections/refractions, and the general case which also includes self‐reflections or refractions. Moving the focus from the eye to the light sources, caustic effect generation approaches are also examined.
László Szirmay-Kalos, Tamás Umenhoffer, Gustavo Patow, László Szécsi, Mateu Sbert
Comput. Graph. Forum2
2008 Displacement Mapping on the GPU - State of the Art
abstract
Abstract This paper reviews the latest developments of displacement mapping algorithms implemented on the vertex, geometry, and fragment shaders of graphics cards. Displacement mapping algorithms are classified as per‐vertex and per‐pixel methods. Per‐pixel approaches are further categorized as safe algorithms that aim at correct solutions in all cases, to unsafe techniques that may fail in extreme cases but are usually much faster than safe algorithms, and to combined methods that exploit the robustness of safe and the speed of unsafe techniques. We discuss the possible roles of vertex, geometry and fragment shaders to implement these algorithms. Then the particular GPU‐based bump, parallax, relief, sphere, horizon mapping, cone stepping, local ray tracing, pyramidal and view‐dependent displacement mapping methods, as well as their numerous variations are reviewed providing also implementation details of the shader programs. We present these methods using uniform notations and also point out when different authors called similar concepts differently. In addition to basic displacement mapping, self‐shadowing and silhouette processing are also reviewed. Based on our experiences gained having reimplemented these methods, their performance and quality are compared, and the advantages and disadvantages are fairly presented.
László Szirmay-Kalos, Tamás Umenhoffer
Comput. Graph. Forum2
2006 Spherical billboards and their application to rendering explosions
Tamás Umenhoffer, László Szirmay-Kalos, Gábor Szijártó
Graphics Interface1
2005 Real-Time Multiple Scattering in Participating Media with Illumination Networks
László Szirmay-Kalos, Mateu Sbert, Tamás Umenhoffer
Rendering Techniques3